This the second and last video of the game engine I developped a year ago in my spare time.
You can see here an attempts of IBL (Image Based Lighting) , Bloom ( we can see the effects of down sampled blur) and Transparency.
I made this game engine in C++ and OpenGL 3.2 in order to learn about the programmable pipeline of OpenGL (Lighting, material shaders, postprocess shaders) and it was a lot of fun!
It was a very rewarding experience. Now I understand much better what's happen behind game engine like Unity and UDK when I use it.
Here are the functionnalities of the engine when I stopped the developement about a year ago:
- HDR rendering, IBL
- Postprocess effects (Bloom, SSAO, Depth Of Field)
- Soft shadows (for spot and directional lights)
- Simple scene graph
- PhysX integration
- Launching program (for graphics options)
Loading more stuff…
Hmm…it looks like things are taking a while to load. Try again?